LookingGlass/client/renderers/opengl.c
Geoffrey McRae 9c03327701 [client] opengl: added back double buffering and vsync support
This adds back in double buffering and vsync support. This has been
carefully implemented so that the render function blocks until the video
card reports that it has advanced a frame, this ensures that the OpenGL
pipeline never buffers frames.
2017-12-15 16:21:38 +11:00

753 lines
21 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "lg-renderer.h"
#include <stdint.h>
#include <stdbool.h>
#include <unistd.h>
#include <SDL2/SDL_ttf.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glx.h>
#include "debug.h"
#include "memcpySSE.h"
#include "utils.h"
#define BUFFER_COUNT 1
#define FRAME_TEXTURE 0
#define FPS_TEXTURE 1
#define MOUSE_TEXTURE 2
#define TEXTURE_COUNT 3
static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
struct LGR_OpenGL
{
LG_RendererParams params;
bool configured;
SDL_Window * sdlWindow;
SDL_GLContext glContext;
bool doneInfo;
SDL_Point window;
bool resizeWindow;
bool frameUpdate;
LG_RendererFormat format;
GLuint intFormat;
GLuint vboFormat;
size_t texSize;
uint64_t drawStart;
bool hasBuffers;
GLuint vboID[1];
uint8_t * texPixels[BUFFER_COUNT];
int texIndex;
int texList;
int fpsList;
int mouseList;
LG_RendererRect destRect;
bool mipmap;
bool hasTextures;
GLuint textures[TEXTURE_COUNT];
uint gpuFrameCount;
bool fpsTexture;
uint64_t lastFrameTime;
uint64_t renderTime;
uint64_t frameCount;
SDL_Rect fpsRect;
bool mouseUpdate;
uint64_t lastMouseDraw;
LG_RendererCursor mouseType;
bool mouseVisible;
SDL_Rect mousePos;
};
bool lgr_opengl_check_error(const char * name)
{
GLenum error = glGetError();
if (error == GL_NO_ERROR)
return false;
const GLubyte * errStr = gluErrorString(error);
DEBUG_ERROR("%s = %d (%s)", name, error, errStr);
return true;
}
const char * lgr_opengl_get_name()
{
return "OpenGL";
}
bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, Uint32 * sdlFlags)
{
// create our local storage
*opaque = malloc(sizeof(struct LGR_OpenGL));
if (!*opaque)
{
DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_OpenGL));
return false;
}
memset(*opaque, 0, sizeof(struct LGR_OpenGL));
struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque;
memcpy(&this->params, &params, sizeof(LG_RendererParams));
if (!glXGetVideoSyncSGI)
{
glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI)
{
glXGetVideoSyncSGI = NULL;
DEBUG_ERROR("Failed to get proc addresses");
return false;
}
}
*sdlFlags = SDL_WINDOW_OPENGL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
return true;
}
bool lgr_opengl_configure(void * opaque, SDL_Window *window, const LG_RendererFormat format)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this)
return false;
if (this->configured)
{
DEBUG_ERROR("Renderer already configured, call deconfigure first");
return false;
}
this->sdlWindow = window;
this->glContext = SDL_GL_CreateContext(window);
if (!this->glContext)
{
DEBUG_ERROR("Failed to create the OpenGL context");
return false;
}
if (!this->doneInfo)
{
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
this->doneInfo = true;
}
if (SDL_GL_MakeCurrent(window, this->glContext) != 0)
{
DEBUG_ERROR("Failed to make the GL context current");
return false;
}
SDL_GL_SetSwapInterval(this->params.vsync ? 1 : 0);
// check if the GPU supports GL_ARB_buffer_storage first
// there is no advantage to this renderer if it is not present.
const GLubyte * extensions = glGetString(GL_EXTENSIONS);
if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
{
DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
return false;
}
// assume 24 and 32 bit formats are RGB and RGBA
switch(format.bpp)
{
case 24:
this->intFormat = GL_RGB8;
this->vboFormat = GL_BGR;
break;
case 32:
this->intFormat = GL_RGBA8;
this->vboFormat = GL_BGRA;
break;
default:
DEBUG_INFO("%d bpp not supported", format.bpp);
return false;
}
// calculate the texture size in bytes
this->texSize = format.height * format.pitch;
// generate lists for drawing
this->texList = glGenLists(BUFFER_COUNT);
this->fpsList = glGenLists(1);
this->mouseList = glGenLists(1);
// generate the pixel unpack buffers
glGenBuffers(1, this->vboID);
if (lgr_opengl_check_error("glGenBuffers"))
return false;
this->hasBuffers = true;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]);
if (lgr_opengl_check_error("glBindBuffer"))
return false;
glBufferStorage(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * BUFFER_COUNT,
NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT
);
if (lgr_opengl_check_error("glBufferStorage"))
return false;
this->texPixels[0] = glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER,
0,
this->texSize * BUFFER_COUNT,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT
);
if (lgr_opengl_check_error("glMapBufferRange"))
return false;
for(int i = 1; i < BUFFER_COUNT; ++i)
this->texPixels[i] = this->texPixels[i-1] + this->texSize;
// create the textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (lgr_opengl_check_error("glGenTextures"))
return false;
this->hasTextures = true;
// create the frame texture
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
if (lgr_opengl_check_error("glBindTexture"))
return false;
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
format.width,
format.height * BUFFER_COUNT,
0,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (lgr_opengl_check_error("glTexImage2D"))
return false;
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
for (int i = 0; i < BUFFER_COUNT; ++i)
{
const float ts = (1.0f / BUFFER_COUNT) * i;
const float te = (1.0f / BUFFER_COUNT) + ts;
// create the display lists
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, ts); glVertex2i(format.width, 0 );
glTexCoord2f(0.0f, te); glVertex2i(0 , format.height);
glTexCoord2f(1.0f, te); glVertex2i(format.width, format.height);
glEnd();
glEndList();
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_SCISSOR_TEST);
this->resizeWindow = true;
this->drawStart = nanotime();
glXGetVideoSyncSGI(&this->gpuFrameCount);
// copy the format into the local storage
memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->configured = true;
return true;
}
void lgr_opengl_deconfigure(void * opaque)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->configured)
return;
if (this->hasTextures)
{
glDeleteTextures(TEXTURE_COUNT, this->textures);
this->hasTextures = false;
}
if (this->hasBuffers)
{
glDeleteBuffers(1, this->vboID);
this->hasBuffers = false;
}
if (this->glContext)
{
SDL_GL_DeleteContext(this->glContext);
this->glContext = NULL;
}
this->configured = false;
}
void lgr_opengl_deinitialize(void * opaque)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this)
return;
if (this->configured)
lgr_opengl_deconfigure(opaque);
free(this);
}
bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
{
const struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->configured)
return false;
return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
}
void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->configured)
return;
this->window.x = width;
this->window.y = height;
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
this->resizeWindow = true;
}
bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->configured)
return false;
this->mouseType = cursor;
switch(cursor)
{
case LG_CURSOR_COLOR:
{
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_BGRA, // windows cursors are in BGRA format
GL_UNSIGNED_BYTE,
data
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = height;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glEndList();
break;
}
case LG_CURSOR_MONOCHROME:
{
const int hheight = height / 2;
uint32_t d[width * height];
for(int y = 0; y < hheight; ++y)
for(int x = 0; x < width; ++x)
{
const uint8_t * srcAnd = data + (pitch * y) + (x / 8);
const uint8_t * srcXor = srcAnd + pitch * hheight;
const uint8_t mask = 0x80 >> (x % 8);
const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000;
const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000;
d[y * width + x ] = andMask;
d[y * width + x + width * hheight] = xorMask;
}
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D
(
GL_TEXTURE_2D,
0 ,
GL_RGBA,
width ,
height ,
0 ,
GL_RGBA,
GL_UNSIGNED_BYTE,
d
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->mousePos.w = width;
this->mousePos.h = hheight;
glNewList(this->mouseList, GL_COMPILE);
glEnable(GL_COLOR_LOGIC_OP);
glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]);
glLogicOp(GL_AND);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight);
glEnd();
glLogicOp(GL_XOR);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight);
glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
glEndList();
break;
}
case LG_CURSOR_MASKED_COLOR:
{
//TODO
break;
}
}
this->mouseUpdate = true;
return true;
}
bool lgr_opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->configured)
return false;
if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible)
return true;
this->mouseVisible = visible;
this->mousePos.x = x;
this->mousePos.y = y;
this->mouseUpdate = true;
return false;
}
bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this)
{
DEBUG_ERROR("Invalid opaque pointer");
return false;
}
if (!this->configured)
{
DEBUG_ERROR("Not configured");
return false;
}
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
{
DEBUG_ERROR("Failed to render text");
return false;
}
glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
glTexImage2D(
GL_TEXTURE_2D,
0,
textSurface->format->BytesPerPixel,
textSurface->w,
textSurface->h,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
textSurface->pixels
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->w;
this->fpsRect.h = textSurface->h;
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glDisable(GL_BLEND);
glEndList();
}
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] );
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.stride );
// copy the buffer to the texture
memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
glFlushMappedBufferRange(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * this->texIndex,
this->texSize
);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
this->texIndex * this->format.height,
this->format.width ,
this->format.height,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)(this->texIndex * this->texSize)
);
lgr_opengl_check_error("glTexSubImage2D");
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
const bool mipmap = this->params.resample && (
(this->format.width > this->destRect.w) ||
(this->format.height > this->destRect.h));
if (this->mipmap != mipmap)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
this->mipmap = mipmap;
}
if (mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
if (++this->texIndex == BUFFER_COUNT)
this->texIndex = 0;
this->frameUpdate = true;
return true;
}
static inline void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
{
if (!this->mouseVisible)
return;
glPushMatrix();
glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f);
glCallList(this->mouseList);
glPopMatrix();
}
bool lgr_opengl_render(void * opaque)
{
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
if (!this || !this->configured)
return false;
if (this->resizeWindow)
{
// setup the projection matrix
glViewport(0, 0, this->window.x, this->window.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->window.x, this->window.y, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
glScalef(
(float)this->destRect.w / (float)this->format.width,
(float)this->destRect.h / (float)this->format.height,
1.0f
);
// update the scissor rect to prevent drawing outside of the frame
glScissor(
this->destRect.x,
this->destRect.y,
this->destRect.w,
this->destRect.h
);
this->resizeWindow = false;
}
if (!this->frameUpdate)
{
if (!this->mouseUpdate)
return true;
// don't update the mouse too fast
const uint64_t delta = nanotime() - this->lastMouseDraw;
if (delta < 1e7)
return true;
}
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glCallList(this->texList + this->texIndex);
lgr_opengl_draw_mouse(this);
if (this->fpsTexture)
glCallList(this->fpsList);
unsigned int before, after;
glXGetVideoSyncSGI(&before);
SDL_GL_SwapWindow(this->sdlWindow);
// wait for the swap to happen to ensure we dont buffer frames
glXGetVideoSyncSGI(&after);
if (before == after)
glXWaitVideoSyncSGI(1, 0, &before);
++this->frameCount;
const uint64_t t = nanotime();
this->renderTime += t - this->lastFrameTime;
this->lastFrameTime = t;
this->frameUpdate = false;
this->mouseUpdate = false;
this->lastMouseDraw = t;
return true;
}
const LG_Renderer LGR_OpenGL =
{
.get_name = lgr_opengl_get_name,
.initialize = lgr_opengl_initialize,
.configure = lgr_opengl_configure,
.deconfigure = lgr_opengl_deconfigure,
.deinitialize = lgr_opengl_deinitialize,
.is_compatible = lgr_opengl_is_compatible,
.on_resize = lgr_opengl_on_resize,
.on_mouse_shape = lgr_opengl_on_mouse_shape,
.on_mouse_event = lgr_opengl_on_mouse_event,
.on_frame_event = lgr_opengl_on_frame_event,
.render = lgr_opengl_render
};